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Luke

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Everything posted by Luke

  1. @DavidW I have two questions: 1) Can you confirm SCS does not biff its own content? 2) I should have clarified myself better about that dagger: if SCS adds new items (in particular weapons/armors/shields), then that's bad. As you know, one of the components of IR is meant to alter the base stats of those items and this component is usually installed *before* SCS -----> this means that all those weapons/armors/shields introduced by your mod will be skipped......
  2. 1) Dark-Side-based kobold upgrade: Kobold Guards are equipped with a special droppable dagger that can poison them or their target ----> this dagger should probably be undroppable since SCS is not supposed to add new items...... 2) I read somewhere that this mod *biffs* some content: @subtledoctor Is this something we should be aware of when playing on iOS (i.e., is this something that should be removed on EE games)?
  3. I see..... Anyway, you may wanna add at least these two: 1) Polymorph Self: Ogre Mage The sprite isn't wielding any weapon (no weapon animation: this is probably due to the fact that he's supposed to wield COMPS01 or COMPS02 or something like that.... The same holds for the Hobgoblins summoned by MS III......): its equipped weapon has no name; moreover, there is no inventory paperdoll; 2) Polymorph Self: Sword Spider STR does not affect its damage and thac0 -> STR 17 should provide a bonus of 1 to thac0 and damage (this is due to the fact that the add_strength_bonus flag (bit 0) is not set to 1.......).
  4. @Bartimaeus Please, add also all the inconsistencies I found about WIZARD_POLYMORPH_SELF......... Keep in mind that similar spells (e.g., WIZARD_SHAPECHANGE) may be affected by the same issues.....
  5. This is also used by Wisp for his RR Poison Weapon/Paralytic Toxin..... To be precise, this is also needed in EE games if you want to use a custom string..... Otherwise, opcode #324 is hardcoded to display "Unaffected by effects from [resource]"
  6. Make this change in the lib file and save before installing. It will fix the problem I'm pretty sure. "The spin203.spl issue is on line 2924 of /spell_rev/lib/kreso_eestatSR.tph: ACTION_IF FILE_EXISTS_IN_GAME ~spin105.spl~ THEN BEGIN // innate bhalpower COPY_EXISTING ~spin203.spl~ ~override~ LPF ADD_SPELL_EFFECT It should COPY spin105, not spin203."
  7. No. Is that something you'll address in future versions? Alternatively, do you plan to add support for the mod IWDification in version 32? If I'm not mistaken, you're one of the authors of this mod, right?
  8. @DavidW Do you plan to add support for IWD:EE in version 32? That would be great ...........
  9. Yes, it'd be nice if you could provide further details about how much your "optional" tweaks are recommended........
  10. Well, if you don't have IR/SR installed, you're probably not interested in those components..... Anyway, yes, it's not a big issue.... Or, rather, I don't remember exactly why @subtledoctor complained about this.....
  11. What are you referring to? As I said, if you want to tweak your game, you can install Item/Spell Revisions and SCS can detect those changes and act accordingly...... I mean, are you saying that things like "Improved shapeshifting", "Antimagic attacks penetrate improved invisibility", "Make elemental arrows like BG2 ", "Allow Spellstrike to take down a Protection from Magic scroll ", "Make Protection from Normal Missiles affect some magical projectiles" and the like are needed for the AI even if you don't want to use Spell/Item Revisions?
  12. Since you're gonna make a "substantive" update, what about stripping the mod of all those components that tweak items/spells? This was originally proposed by @subtledoctor and I 100% agree. Let SCS be a pure AI mod and let other mods tweak items/spells (e.g., Item/Spell Revisions......)
  13. This does sound like a bug and should be reported on Redmine...... EDIT: OK, nevermind, it's already been reported here and here......
  14. IMHO, the Effects of natural (creature) weapons such as GHAST1.itm or GHOUL1.itm should not be subjected to Magic Resistance. I'm talking about Vampiric Wolves, Ghasts, Ghouls, Basilisks, Wraith Spiders and so forth.... What do you think?
  15. Thanks to @argent77's help: ALTER_STORE_ITEM -----> Alters properties of all store items matching the resource name specified by "match_resref". ALTER_CRE_ITEM -----> Alters properties of all inventory items matching the resource name specified by "match_resref". ALTER_AREA_ITEM ----> Alters properties of all area items matching the resource name specified by "match_resref".
  16. Hey argent! I was asked to provide a sample, so I gave them a PVR file (uncompressed). This was their answer: "The problem is that your input format is BC1 and we do not support DXTC on Mac or Linux. This is related to the S3TC patent. This patent has expired recently and we should be able to add support for these formats, but we haven’t got around to do it."
  17. They have a "level" stat coded in, but they never level up, and they don't have any CLAB effects applied to them. So for the PC & co., they can get Evasion from the CLAB table. I see, thanks for clarifying.
  18. Nice! This can be used with or without Spell Revisions, right?
  19. I just fixed them, yes. . Well done. What about creating a new thread with a link to this new version (you should probably put it here too.....)?
  20. I'd like to report this issue on their forum -----> What do you think I should include in the bug report (Will your WeiDU wrapper be enough)?
  21. @ALIENQuake @CamDawg You wouldn't happen to have fixed this bug or this one, would you?
  22. Yes, true, but only for SoD..... For BG(2)EE we have Revised SCS Having said that, you're probably right, I was too pessimistic: as you pointed out, SR improves many existing spells (especially Summoning Spells IMHO), so I do think I'll install it on SoD and see what happens..... The AI* will never cast Sunscorch -----> I'll deal with it...... One question though: what about Detectable Spells? Does it need to be updated before playing on v2.5? *Often that overwriting is done so as to work with existing AI scripts: I do hope you're right about this......
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